Advanced Agriculture

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Author: Droseran

Last revision: 21 Feb at 17:31 UTC

File size: 1.57 MB

On Steam Workshop

Description:

This mod is an overhaul of vanilla agriculture. This mod does not add new plants, but does change many aspects of vanilla plants and their products. There are also a few changes to agricultural creatures. This mod should be installed after any mods that change the vanilla civilizations, and is likely not compatible with other mods that affect vanilla plants.

I recommend lowering the individual seed cap to 50 and raising the fortress total seed cap to 30000 in the game settings if intending to farm above-ground crops.

Some features include:

  • Added a lot of new reactions to allow selection of the types and amounts of products desired
  • Added reactions to obtain seeds without having to process products from the plants or growths
  • Seeds are no longer cookable, to prevent issues with job cancellation spam and loss of replanting
  • Fixed certain plants being unavailable to farm, such as beans
  • Made all farmable plants available to farm in all non-freezing biomes
  • Wild farmable plants are still only available in their (approximate) native biomes
  • Made above ground plants seasonal, and changed seasonal timings
  • Underground plants can be grown year-round
  • Added the ability to make flour and plant milks to quite a few species
  • Added, changed, and removed a few types of drinks based on realistic production
  • Changed the value of many plant products to be more balanced
  • Changed how many plant products are processed to be more consistent and convenient
  • Added value to certain types of wood based on characteristics and/or difficulty to obtain
  • Removed bumblebee food materials to prevent food preferences for them
  • Made honey bee products more valuable and doubled production of honey from hives, mead is cookable
  • Removed royal jelly from honey bees because it was mostly an annoyance and not realistic
  • Fixed a few plants and products not having graphics by mapping them to suitable vanilla graphics
  • Fixed feather tree eggs melting in the trading depot when brought as a trade good
  • Fixed nuts having weird issues when selected on embark and in stockpiling

The discussions section for this mod contains more detailed information about the changes included in this mod. You can also check this spreadsheet[docs.google.com] for detailed information on which plant structures produce which products and which wild plants can be found in specific biomes.

This mod includes an embark profile for starting with all of the available seeds and enough of each brewable plant to produce one barrel of drink. It also includes DFHack work order files for keeping seeds and one barrel of every drink in stock. These can be found in subfolders of the mod’s install location.

This mod now includes an updated AA-ban-cooking script that works with the changes to plants made by this mod (and still works with vanilla plants). Use ‘AA-ban-cooking -h’ in the DFHack console for more information.

To add farmable orchard crops, check out Advanced Orchards.

To add compatibility for this mod’s reactions with other modded civilizations, use Advanced Agriculture Compatibility Patches.

These companion mods add compatibility with other plant mods from the workshop:

Invisible Filled Jugs Fix can be installed to fix the vanilla bug that jugs become invisible when filled with oil or honey.

Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.